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| A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
| A Common Parlance: Anchorhead:
A spirit gate between the Near and Deep Umbras. (See also Membrane)
Ape: Slang for human or homid. If the speaker wishes to indicate true contempt for the subject, she may use the word "monkey" instead. Old Form: Adren: A pupil or student who learns from a Mentor. Gaming Terms: Ability: A Trait that describes what a character knows and has learned rather than what she is. Abilities are Traits such as Intimidation, firearms, and Rituals. Action: An action is the performance of a consciously willed physical, social or mental activity. When a player announces that his character is doing something, he is taking an action. Advantages: This is a catch-all category that describes the Gifts and Backgrounds of a character. Attribute: A Trait that describes a character's inherent aptitudes. Attributes are such things as Strength, Charisma, and Intelligence. Auspice: The moon under which a Garou was born; this
determines her "profession" or role in werewolf society. B Bane: Evil spirits that follow the Wyrm. There are
many different kinds of Banes: Scrag, Kalus, Psychomachiae and more. Vulgar Argot: none Old Form: Brugh: Any sort of mystic place, whether a Garou caern or a Wyrmhole Game Terms: Botch: A disastrous failure, indicated by rolling more "1's" than successes on the 10 sided dice rolled for an action. C Caern: A sacred place; a meeting spot where the
Garou can contact the spirit world. Vulgar Argot: Cadaver: A derogatory term for a vampire. Old Form: Charach: A Garou who sleeps with another Garou or
has done so in the past. Often used as a word of anger. Game Terms: Character: Each player creates a character, an
individual she roleplays over the course of the chronicle. Though "character"
could imply any individual, in Werewolf it is always used to describe the players'
characters. D Deep Umbra: The madness suffered by humans who look
upon a Garou in Crinos form. Vulgar Argot: Old Form: Game Terms: Dice Pool: This describes the dice you have in your hand after combining you different Traits. It is the maximum number of dice you can roll in one turn, though you can divide these dice between (or even among) different actions. Difficulty: This is a number from 2 to 10 measuring the difficulty of an action a character takes. The player needs to roll that number or higher on at least one of the dice rolled. Downtime: The time spent between scenes when no
roleplaying is done and turns are not used. Actions might be taken, and the Storyteller
might give some descriptions, but generally time passes quickly. Common Parlance: Vulgar Argot: Old Form: Game Terms: Extended Action: An action that requires a certain number of successes for the character to succeed Common Parlance: Fomori: Humans who have turned to the Wyrm and drawn
their power from it. They are the enemies of the Garou. Vulgar Argot: Feral: Slang term for Lupus Old Form: Fostern: Your pack brothers and sisters; those who
are your family by choice. Game Terms: G Gaffling: A simple spirit servant of a Jaggling,
Incarna or Celestine. Gafflings are rarely sentient. Vulgar Argot: Gremlin: A malevolent spirit. Old Form: Gallain: The Kinfolk of the Garou - those humans and wolves who are related to the People and are not prone to Delirium, but who are not actually werewolves Game Terms: Gifts: The mystical powers of a werewolf. Gnosis: A measure of the spirituality of a werewolf.
Gnosis (the circles) is a Trait used in various situations involving the spirit world,
such as when a character "steps sideways." Gnosis points (the squares) are used
to empower many Gifts. Common Parlance: Hispo: The near wolf form of the Garou. Vulgar Argot: Old Form: Harano: Inexplicable gloom, inexpressible longing
for unnamable things, weeping for that which is not yet lost. Some say it is depression
caused by contemplation of Gaia's suffering. Game Terms: Health: This is a measure of the degree to which a
character is wounded or injured. Common Parlance: Impergium: The 3,000 years immediately following the
birth of agriculture, during which strict population quotas were maintained on all human
villages. Vulgar Argot: Old Form: -ikthya: "Of the Wyrm"; a suffix appended
to a name Game Terms: Common Parlance: Jaggling: A spirit servant of an Incarna or
Celestine. Vulgar Argot: Old Form: Game Terms: K Keening: The empathic calling some Garou perform
when howling. Vulgar Argot: Old Form: Kinain: The relationship among Garou who are related
by blood through an ancestor. This term of endearment and pride is never used when
referring to metis. Game Terms: L Litany: The code of laws kept by the Garou. Vulgar Argot: Leech: See Cadaver. Old Form: Game Terms: M Membrane, The: The barrier between the Near and Deep
Umbras. To breach it, an Anchorhead must be found. Alternatively, the Garou can travel
through the Dream Zone. Vulgar Argot: Mule: Slang term for Metis. Old Form: Game Terms:
N Near Umbra: The spirit world surrounding the Gaia Realm. Vulgar Argot: Old Form: Game Terms: P Pack: A small group of Garou bound to each other my
ties of friendship and mission as opposed to culture. Vulgar Argot: Old Form: Pericarp: The Near Umbra around each Realm. Game Terms: Points: The temporary scores of Traits such as Willpower, Rage and Health - the squares, not the circles Common Parlance: Reaching: Traveling into the spirit world. Vulgar Argot: Run: A ritual hunt or revel that takes place at the conclusion of a moot. Old Form: -rhya: "Greater in station"; a suffix
appended to a name. Game Terms: Rage: A measure of a werewolf's anger and inner Beast. Rage (the circles) is a Dice Pool used to determine a werewolf's chance to frenzy in a stressful situation. Rage points (the squares) are used to gain extra actions in a turn. They are regained when the character faces setbacks and embarrassment. Rating: A number describing the permanent value of a Trait; most often a number from 1 to 5, though sometimes a number from 1 to 10. Refresh: When points are regained in a Dice Pool, it is said that they are being "refreshed." The number of points regained is the refresh rate. Renown: The measure of a Garou's worth in society. Renown is very important to the Garou, for they are concerned with how they are viewed within the tribe and by their people. Renown is divided into three different totals: Glory, Honor, and Wisdom. These totals can be raised by proper actions in the eyes of the tribe or lowered by infamous deeds. Resisted Action: An action that two different
character take against each other. Both compare their number of successes; the character
with the most wins. S Sept: The group of Garou who live near and tend an
individual caern. Vulgar Argot: Sheep: Humans. Old Form: Game Terms: Scene: A single episode of the story; a time when and place where actions and events take place moment by moment. A scene is often a dramatic high point of the story. Simple Action: An action that requires the player to score only one success to succeed, though more successes indicate a better job or result. Storyteller: The person who creates and guides a Werewolf story. The Storyteller assumes the roles of all characters not run by the players and determines all events beyond the control of the players. System: A specific set of complications used in a
certain situation; rules to help guide the rolling of dice to create dramatic action. Common Parlance: Tellurian: The whole of reality. Vulgar Argot: Throat: To best another in ritual combat. Used as a verb (e.g., "I throated his sorry ass!") Old Form: Game Terms: Trait: A Trait is any Attribute, Ability, Advantage
or other character indexed that can be described as a number (in terms of dots). Common Parlance: Umbra: The spirit world. Vulgar Argot: Old Form: Urrah: Garou who live in the city; also, the tainted ones. Game Terms:
Common Parlance: Veil, The: See Delirium. Vulgar Argot: Old Form: Game Terms: Common Parlance: Ways, The: The traditions of the Garou. Vulgar Argot: Old Form: Game Terms: Willpower: One of the most important Traits is
Willpower. It measures the self-confidence and internal control of a character. Willpower
works differently from most Traits - it is usually spent rather than rolled.
Old Form: -yuf: "Honored equal"; a
suffix appended to a name.
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